Cost: Free for Season Pass Holders!
$20 for Pre-Registered Players
$30 on the day of event

Paint: $60 standard/$65 premium

How to Register: Pre-Register by Friday, October 5th for only $20 via paypal at mnpropaintball.com or at any of our locations.

Registration on the day of the event is $30. Season pass holders can pre-register to make check-in faster, but it is not necessary. Registration fee includes admission, air fills, and one raffle ticket.

Deep in the remote country of the Tug River Valley between Kentucky & West Virginia lives two rivaling families whose conflict was sparked by the murder of returning Union solider Harmon McCoy. Several murders ensued as each family sought justice for the killing of their kin. Hangings, burning homes, raids, and more killing led to the state militias being called in to help settle the war. Come join the bitter feud of Devil Anse Hatfield & Old Randolph McCoy as they lead their families into some of the most intense backwoods battles to ever enter into American folklore.

Overall objective
The Hatfield and McCoy feud is at its peak. Both families are trying to get the upper hand by taking out as many opposing strong holds as possible, with raids and ultimately burning them to the ground.
Players must raid opposing bases and get their torch into the designated zone to burn the base to the ground. Once a base is burned it cannot be burned again unless it is rebuilt by carpenters. Bases that are burned will be designated by a black flag and smoldering remains. Generals will be given 5 torches each. Once a torch is in play it will remain in play until it is used. Any player can pick up or carry a torch. Once a torch is used to burn a base, players may not use it again. All bases will be rebuilt at the break.
Distillery control  Both families are fighting for control of the distillery. The distillery pays 200pts every half hour on the half hour. Players must switch a flag to gain control. The distillery will be neutral at the start of the game and at the restart after the break.
Points Break down.
Remaining Base = 500pts
Burning bases = 300pts
Gold, Silver and Bronze bars = 100pts
Both generals will be given 1000pts to begin the battle.
Remaining bases will be counted and points will be awarded only at the break and at the end of the game.
Missions - Your general will receive special missions. Check back with your general to join in on a special mission.
Respawns: Players will respawn from their HQ or their teams medic tent. Once a medic tent is burned players will only be able to respawn from their HQ until the medic tent is rebuilt.
Special Players:
Randolph McCoy (Blue general) -
Tolbert McCoy (VIP) -

Devil Anse Hatfield (Red general)-
Johnse Hatfield (VIP) -

Powers/Unlockables:
Carpenters: Carpenters can be played by any player chosen by the general. Carpenters can only be activated when the appropriate objects are collected. Carpenters will be only designated by the objects they are carrying. They must carry the tool box to the base to rebuild it. Carpenters have the power to rebuild any 1 base or medic tent per use. If the carpenter is killed the power is over. Generals may unlock as many carpenters as objects collected but are only able to use one at a time.
Medic Tent: Both teams will be issued a Medic tent and will be used as a movable respawn point. Players may touch the tent and re-insert from it. Players may not hide under the tent. Medic tents may be moved anywhere on the field by any number of players at any time during the game. Medic tents may be burned by the opposing team. Once a medic tent is burned the team will no longer be able to respawn from it. Medic tents can be rebuilt by carpenters.
Gun Boat: Gun boats will be sent down the Tug Fork to wreak havoc on the state border. The Gun boat must say in the designated tug fork waters but can stop and go in either direction. Players in the gun boat are allowed only 1 hopper and 2 pods of paint each each. 2 players are allowed in the gun boat at once. The gun boat will be a 10 min time limit. Gun Boats can be purchased for 1000pts.
Spies: Spies can be bought for 200pts and are allowed one life on opposing team. Player will be chosen by the general. They will be given the opposing teams arm band color and instructed to insert at the opposing teams respawn points. Spy players can eliminate either team to remain covert. Once player is eliminated they are to return to their original teams HQ to rejoin their original team. Spies cannot be healed by the medic tent of the team they are spying on.
Smallpox Infection: This epidemic was brought back by soldiers from the civil war and is now being used by the families as biological warfare. Either team can buy a dose of Smallpox for 500pts and will eliminate 30 players. Players eliminated by the disease will be notified by the coordinating ref. Once eliminated players must return to HQ respawn. Players cannot respawn from medic tents.
Militia: Militia can be unlocked by generals for 500pts and are allowed one life per unlock. Militia will only be played by VIPS. Militia will be given shields and 2 pods and a hopper and are only eliminated by being shot in the head. Players cannot give paint to militia. Militia cannot respawn at a medic tent. Once a Militia is out of paint they are eliminated.
Missions
Carpenter collection  Players must collect designated pieces of lumber and bring them back to their HQ. For each piece collected the team will be allowed one carpenter unlock. Players may only carry one piece of lumber at a time, if they are eliminated they must drop the lumber.
Moonshine run  Players must collect jugs of moonshine and return them to their HQ. For each jug collected the team will gain 200pts. Players can only carry one jug at a time, if they are eliminated they must drop the jug.
Distillery control  Both families are fighting for control of the distillery. The distillery pays 200pts every half hour on the half hour. Players must switch a flag to gain control. The distillery will be neutral at the start of the game and at the restart after the break.
Pig recovery Players must find the pig and return it to their teams HQ. For collecting the pig teams will receive 500pts. If players carrying the pig get eliminated they must drop the pig.
Ammo crates  Players must collect ammo crates and return them to their HQ. For each small ammo box collected teams will receive 100pts. For each large ammo crate teams will receive 300pts. If a player carrying the either size ammo container is eliminated they must drop it.
Poison water supply- Players must activate a smoke grenade and get it in to the opposing teams water supply. Players will be issued 1 smoke grenade by their general. The water supply will be a marked barrel elevated by a stand and designated by a sign. Generals will also be shown the approximate location of the water supply. This mission is only available when presented to the general and will only be able to be completed with the smoke grenade given to the general. If completed the team that is poisoned will not be able to spend points for 20 mins.
Land claim  1 player will be given a splatmaster Z200 with a full clip. The player must find the land claim target and shoot the target with the Z200 only. Completion will pay 400pts. Players with the Z200 cannot eliminate opposing players.
Escort VIP  Players must escort their VIP to the distillery take it over and return the VIP to the HQ. The VIP will be unarmed and will be eliminated by any hit taken anywhere on their body. There is no time frame for controlling the distillery, once its taken (flag switched) the VIP can be returned. If the distillery is already owned the VIP will only have to touch the flag station before they can return to the HQ. Completion will pay 500pts. During this mission teams may not use Militia.
Pyro (MVP) Players that carry the torch that successfully burns a base will be given a card for each base they burn. At the end of the day players must present the cards to the game director to be counted. The player with the most cards will be awarded the VIP award. If there is a tie players will have a standoff with Z100 pistols. Players will start back to back walk 10 paces, turn and fire.

Final battle
The final battle will held in the local town. Ellison "Cottontop" Mounts, a Hatfield, is to be hung for the murders of 12 McCoys in the new years massacre. He is strung up in the gallows of the city and will be dropped at dusk. The McCoys are present to ensure that justice is served. The Hatfields are trying to overtake the city to free one of their own. The battle ensues 1 hour before the dusk, if all Hatfields are eliminated before cottontop is hung he will be freed. If the McCoys have their way cottontop will be brought to justice.